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==Why Play Chaos Daemons?== Chaos Daemons are the ultimate enemy of the Imperium, perhaps more so than the Chaos Space Marines who worship them. Each one of them is an incarnation of the Dark Gods' will made of pure Warp energy, and therefore mortal concepts such as fear, exhaustion or pity are alien to them. If you always wanted to command an army entirely composed of bizarre and horrifying monstrosities (and who didn't?), then Chaos Daemons are for you. ===Pros=== *Armywide 5++ save so you don't care about AP. Tzeentch and Nurgle make your guys even tougher. *Wide range of miniatures so painting never gets boring. *Daemons and Thousand sons together is one of the best armies in the game right now, with some of the best untargetable characters hiding behind an obscenely tough swarm of troops. *Lots of different playstyles with 4 different gods, monsters, hordes, magic and so on. Probably even more mixing with CSM (Daemonkin) later on and therefore even more different units to use. *Build your army on the battlefield with summoning (but now in a very fucking crappy limited fashion) *Possible charge after (now fucked up) summoning. With an instrument you'll get +1 to charge and therefore need an 8 (42% chance) - doable with CP re-rolls *A LOT of psykers. Your daemon spells are meh and buffs are limited to daemons of the same god but you can spam Smite all over the place. Space Marines and other expensive armored units will hate you for that. *Lots of units with FLY wording for disengage engage shenanigans or for charging those annoying DEldar fighters and bombers. *Your Daemon Prince murdermachines can hide behind other troops. *Your army is completely compatible with Age of Sigmar and The Horus Heresy. It's almost like having three armies for the price of one. ===Cons=== *5++ is something but not much and you have got a lot of T3 units... (unless you're running a lot of Nurgle) *You need quite a lot of miniatures and the big ones aren't cheap but you wanted to sell your firstborn anyways, didn't you? *Looks like (rumors!) Chaos Undivided won't be a big thing in the future. The fact that [[Fury|Furies]] (who are supposed to be Chaos Undivided incarnate) ''have'' to take marks is a big hint. *You can play hordes but your hordes cost quite some points, especially in comparison to other hordes (Orks, Tyranids, Guard,...). *Daemons have a low leadership value in comparison to other hordes and only one option to improve it a bit (place a Greater Daemon near your hordes until he gets lascannon sniped). *Not much shooting capabilities. You really have to get up close as fast as possible, on foot because... *Lackluster mobility (unless you're running Slaanesh): Your Stratagems make summoning better, but it's still rather annoying. Prepare to spend CP on the deep strike stratagem if you don't want to run the risks of footslogging. *Not a lot of cheap anti-horde capabilities (besides Slaanesh) compared to enemy horde point costs. Try to deal with Ork-/Nid-/Guard-Blobs. Have fun... *You will have trouble with fast (Space Elves) and shooty (Guard, Tau) armies - always. Especially ones that can kill your Greater Daemons on turn one with some heavy armed flyers or lascannons. *Really CP intensive, if you want to do it right (but not many stratagems to spend it on unless youre running mixed daemons detachments) if you are running mono-god detachments you will likely only have 5-6 useful stratagems in the whole book! *Simply not a competitive army at the moment. (This could change with the release of engine war!) It did not change honestly, but 9th has been alot better to us. ===Changes from 7th Edition=== A big part of the skub that arose with the release of the new daemon codex comes from the changed playstyle of the army. 7th edition brought a lot of randomness (daemonic instability, warp storm table, etc.), with all the FUN in addition, defining a good chunk of the character of the army which now was removed from the codex in every way. All daemons could deepstrike and were fearless per definition and now have to care more about mobility and morale a lot. To add insult to injury the nerf to summoning has made tailoring your list on the fly through harder. The army bonus for mono god detachments means it is harder to customize armies. It is not a bad army and has some neat gems and tricks up its sleeve but you shouldn't expect the army to play as chaotic and as flexible as before. ===Faction Keywords=== {{Template:W40kKeyword|Alignment}} this is what Chaos god the unit is affiliated with, Khorne the god of blood, Tzeentch the god of trickery, Nurgle the god of plague and Slaanesh the god of excess. Most units come pre-aligned to a chaos god, but a number of units can choose, this choice has to be made when making your army and will determine which god's Locus, Stratagems, Relics and Warlord Traits that unit has access to and which Daemonic Reward the unit gets. {{Template:W40kKeyword|Chaos}} these are the units that can be in your army, but if they do not have the {{Template:W40kKeyword|Daemon}} '''''FACTION''''' Keyword they cannot be part of your {{Template:W40kKeyword|Daemon}} Detachments. {{Template:W40kKeyword|Daemon}} these are the units you can put in your Detachments.
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